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Super Mario Maker |OT| Miyamoto Simulator 2015

Vibed

Member
I urge everyone to look through the art book for secret 4 digit codes hidden within the art (not talking about the standard ones below the pictures). A lot of the hidden ones contain some pretty neat trivia and homages.

Input them into the main menu of the digital manual.
 

Peltz

Member
My level Bombsket-Ball has 15 stars!!! Its really amazing that people are playing and enjoying it. It really gives me extra motivation as a designer seeing that I can make something that people enjoy.

If anyone wants to play some basketball in mario.. Here is the code!

5928-0000-003A-DD78

Cool level. I'll give it a star. The only thing is that I wish there were only one row of blocks in each "basket".
 

OmegaDL50

Member
Wouldn't it be nice if you clear a level during using an Amiibo Costume (Like one you don't have unlocked for example), because you cleared the level with the costume intact and not lost it's power up, this would be an alternative to unlock it instead of having to go through the 100-Mario Challenge.

Of course, I suppose the downside to this is there is nothing preventing one from making Amiibo spam levels making it easy for everyone to unlock everything quickly, so I can see why it wasn't done.
 
Here is my current list of stages. Would appreciate any feedback!

Many Ways to Win
rG4uWXA.jpg

500B-0000-004B-E5B7
I tried to make a level that could be tackled in a variety of ways, never leaving you without options. It can be beaten without picking up a single power-up, though there are plenty available. There are some secrets and shortcuts as well.


World 1-5 Classic
eAIZ6w6.jpg

94A2-0000-0050-9C9D
My first Mario Bros. 1 stage. I tried to avoid using many new elements as I wanted something that might fit in the original game, but that was easier said than done. Still, it's somewhat "pure".


Towers and Tunnels
J1aX8ht.jpg

F1D5-0000-0023-489E
My first original level. I tried to make it finish-able in a couple of different states, including a risky hidden area that perhaps makes the rest of the level a bit too trivial if you manage to find it. It has a much lower completion percentage than I would have imagined during its creation. I was surprised it's gotten a lot of good feedback and stars despite its roughness.


1-1 90s Style
kuRXxYT.jpg

DCB4-0000-0024-B925
This is actually 1-1 and 1-2 remade in Super Mario World as one level. It's probably been or will be done to death (and better), but I did it as a way to practice with the editor and it turned out pretty neat. I put a hidden feather in the level (near the hidden 1-up in 1-1) as the feather is pretty disruptive to the technique I used to put 2 levels in one, but it's fun to play around with.
 

jmizzal

Member
New Course
Find the ?
7A86-0000-0051-0527

Once you know how to get it is simple, its two ways out

I put a low time limit on it to put pressure on you lol , I really dont know if its gonna be too hard or too easy


CPR2R-1UYAAE8B5.jpg:large
 
Just finished my first serious level:

The Airship Heist



Course ID: 6BA9-0000-0050-A6C6


It's hard, but not too hard. Roughly about the same difficulty as the Special World in SMW, I guess. Definitely took me several tries (and lots of fine-tuning) to beat it, but I really really like it.

Took me 4 straight hours to finish this idea, hope you guys like it.

Alright, so I played this. I have a lot of feedback so bare with me

The Good
The length is solid. This level does not drag on and on. Hard levels that go on for too long are bad design without checkpoints. Good job on keeping it trim. You design is visually consistent. The SMW airship theme has a tendency of getting cluttered. You were abke to avoid that for the most part. The vast majority of this level is actually fun to play. That's the most important thing and you accomplished it.

Needs Work
There are a few bullshit moments. This is my personal opinion but I think that once you clear a section, things from that section should not appear in new sections to kill you without you having the ability to kill them. I got killed by an off screen bone and and off screen hammer. That shit is annoying. The section with the 3 Red Koopas is baf. The pirahna plant right abovw you with the koopa shells closong in basically makes it where 1) go back thtough door and try again, 2) first reaction is jump, plant hits you, 3) tank a hit, 4) if you have fire flower breeze through it. Yoj either need to move all the koopas away from the door 4 blocks or get rid of the plant. You have a lot of help power ups but you hide them in invisible blocks. You rarely put them in question blocks. If its a help item remove the searching and put it in the open. I get they were between boxes but that is a pattern that I had to die several times to figure out.

For a first level this was superb. If this is your first I am really going to be impressed by your later stuff
 

jmizzal

Member
Is there a way to know if your stages are played in the 100 mario challenge?

I would like to know if mine is in like easy, normal and expert
 
Completion rates for my most popular courses...

Wario's Gold Rush: 388 played, 30.47% rate.
Little Pikmin Adventure: 399 played, 65.80% rate.
Frozen Ocean: 300 played, 36.80%
Light and Shadow: 287 played, 30.88%

Now remember that nobody on GAF ever said any of these levels were hard. Quite the opposite, in fact, with some saying they might be a bit too easy. For GAF, sure, but...

Its pretty evident that gaf is pretty good at mario. We sometimes think "not too difficult" is easy and "hard is kaizo". Someone alikened there level to a super mario world star world level. Maybe a lot of us havent played smw lately but that shit was not particularly difficult for 3/5 levels. A lot of the stuff here is special world + difficulty being advertised as a mid world game. You're doing it right :)
 
I loved it!
Also hi fellow Mexican player!

Great, glad you like it! Also, yeah that trampoline section is a bit tricky, but that's the only way I found to make it so that it wouldn't disappear once you go around, which it always did when the bridge used to be more to the left.
 
Man I've still got so much to catch up on, so begins me randomly selecting some stages I've yet to play.
First up...

Woo! Time for another shameless plug. This time it's my attempt at creating a tower-like stage... in space.

WVW69iZpPMsn31bZ_8

Tatanga's Galactic Tower
265A-0000-0050-EFBC

As a side note, there are so many good stages on GAF, it's a nice break from all the ones featuring 4738383 enemies and cheap challenges.

I like how the final section felt like I was making a little escape, and another fan of swinging chomps I see.

I will say that I made the mistake of jumping down from the tower door for some reason and ended up back at the start, fortunately using some quick thinking I nabbed a Buzzy Beetle, plopped his shell on one of the ascended platforms by the tower door and bounced off it when he emerged so bypass replaying the first section.

So I don't know if you'll consider that a design flaw or clever shortcut.
 
WVW69iZw-2kMBvs_Uq


Bowser's rocket.
69E9-0000-0051-274C

I tried to create somewhat of a set-piece where you enter a rocket with some platforming on the inside. It shouldn't be too challenging, hopefully it makes sense. :)
 

EvilMario

Will QA for food.
Here's a reworked version of one of my previous and most highly rated levels. Although after watching a few people play through it, there's something I want to change about 3/4 of the way through the stage again.. haha.

Anyways, please enjoy and leave me feedback of what you think. I'd appreciate it!

WVW69iZZAJ4qKL-UtW


If the shoe fits.. v1.2

697C-0000-0048-6F38
 

Model 500

Member
What does GAF aim for with Completion Rate? I made oen you can't die in and a person didn't finish it, ruining my 100% Rate.

But the new one i'm making i'm aiming for Tough, But Fair, but want a Win-Rate of like 10% or lower.


My approach is to design skill based action levels (rather than puzzlers) with enough variation and nicely flowing set pieces to reward players who enjoy mastering these kinds of levels.

So, basically I don't really care about the completion rate nearly as much as how many times a person replays the stage (which I consider to be a pretty good marker of how much they enjoyed it).
 

vikki

Member
Well it means how many times people have tried the course and failed it.

So 1 person could try it 5 times and only do it ones, meaning he did it 20% of the time.


What does GAF aim for with Completion Rate? I made oen you can't die in and a person didn't finish it, ruining my 100% Rate.

But the new one i'm making i'm aiming for Tough, But Fair, but want a Win-Rate of like 10% or lower.

So it'll probably be lower than 5 percent. I've had people die at the very beginning of a very easy stage, almost like they died on purpose. You said that someone didn't finish a stage they couldn't die on, I assume that it was on purpose. I actually just made a stage you can't die on so my daughter can play. If that stage has any lower than 100% then I have to assume it's on purpose.

Also, I don't trust the average Mario player to beat a high mid tier difficult stage without dying a few times. Also, I don't know how well kids playing this are conditioned for Mario Bros. my wife isn't conditioned for the game, and she also grew up with Mario, and it makes everything seems hard watching her move around without running.
 

Robin64

Member
Someone should make a 1-screen stage where no matter how much you fight it, you can't not beat it. Like, you're just being sprung and conveyor-ed to the goal no matter what you do.
 

koam

Member
Someone should make a 1-screen stage where no matter how much you fight it, you can't not beat it. Like, you're just being sprung and conveyor-ed to the goal no matter what you do.

That was one of the first levels i played from the community.. it was awful!
 

oatmeal

Banned
Jumped on yesterday for the first time in a week...

Disappointed that the top courses are much the same still, was hoping as the better levels were made, I would be able to find them simply.
 

Robin64

Member
Jumped on yesterday for the first time in a week...

Disappointed that the top courses are much the same still, was hoping as the better levels were made, I would be able to find them simply.

What's odd is that it doesn't seem to have started fresh despite the default filter being Weekly and the game having been out over a week now.
 

braves01

Banned
What's odd is that it doesn't seem to have started fresh despite the default filter being Weekly and the game having been out over a week now.

I think following people you know make good courses is the only way to get consistently good stuff. A patch that allowed you to populate100 Mario challenge from levels of people you follow would also make playing everything easier.
 

lyrick

Member
Someone should make a 1-screen stage where no matter how much you fight it, you can't not beat it. Like, you're just being sprung and conveyor-ed to the goal no matter what you do.

vNeV3iM.jpg


It would be pretty rough to even swipe past it in time
 

DarkKyo

Member
My second level:

WVW69iZxSJMRSz5LOS


Ghastly Gauntlet
(62FA-0000-0051-4860)

I'd love it if someone could play it and tell me if it's too hard. I designed it to be pretty tricky, but definitely not to be too hard.
 

AdanVC

Member
I played it!!! Haha.

I really liked the beginning. Tbh that was the part I most enjoyed. Once you get in the clown car it kind of loses all challenge. 100s time limit was good. As a side note the star jumped in the clown car, flew up to where I was platforming and knocked me all the way down. Dunno if that was purpose but maybe keep in mind.

I lucked out with my last one on the very top of the page... but no GAF played it (at least within a few hours of that, 0 plays, although I know at least mighty Clark has played it now). We collectively are an odd bunch. I'll play your level right now.

edit: Good stuff, although I would have made the time a little stricter to make you want to rush to work even more. ;)

Your edit made me play the stage! Bottom of the page is the worst curse. Ah, Parabeetles... I hate that enemy since the hitbox is weird... First part is challenging, I mean, reaching the top of the pipes. I suck at controlling the Clown Car but I cleared that section on my first try. The star is too OP I believe haha since it's a very long section. Fun though!

Wohooo! Thank you very much for playing my humble level :D Will take in consideration your feedback to improve!
 

MouldyK

Member
So it'll probably be lower than 5 percent. I've had people die at the very beginning of a very easy stage, almost like they died on purpose. You said that someone didn't finish a stage they couldn't die on, I assume that it was on purpose. I actually just made a stage you can't die on so my daughter can play. If that stage has any lower than 100% then I have to assume it's on purpose.

Also, I don't trust the average Mario player to beat a high mid tier difficult stage without dying a few times. Also, I don't know how well kids playing this are conditioned for Mario Bros. my wife isn't conditioned for the game, and she also grew up with Mario, and it makes everything seems hard watching her move around without running.

I took the guy who left as a hint that 4% of the time, my level weren't fun. No biggie.

And I want my new course to be hard because my idea is to leave it up for a month or 2 and then see where people die or don't die. Then I will make the hard slots easier and the easy slots harder for the next edition.
 
Try mine! 73A1-0000-0049-51EA
Titled "My Little Yoshi: Friendship is Tragic"

I think most would agree that it's a fair level, but it's fairly long. I don't troll you though, and the challenges are all on the easy-medium side if you're proficient with Mario.

This was simply wonderful, it was all for the greater good though so I just laughed my way through.
 

koam

Member
I modified my most popular level. It's now a tad easier (the skilled jumps are more forgiving) and it's my favorite so far. This one is good if you like traditional style levels. It's medium difficulty (it was previously at 4%, i think it will reach 10% now). Please give feedback, thanks! Note: not sure why the goomba and koopa are in the air in the screenshot, they're placed properly in the real stage.

Classic Endeavours
562E-0000-0051-51E6
WVW69iZxXn842vDS8r
 
My second level:

WVW69iZxSJMRSz5LOS


Ghastly Gauntlet
(62FA-0000-0051-4860)

I'd love it if someone could play it and tell me if it's too hard. I designed it to be pretty tricky, but definitely not to be too hard.

I was able to finish it without any trouble. But I can inagine a few aspects could get tricky for newer players. 1 issue was throwing the shell up at the off screen blocks. I knew what to do intuitively because I play mario. I dony necssarily think new players will understand you need to the koopa to that location.

The cannon ball spike part is eh. I was big so I didn't die but thr way you have it set up now I wouldn't even bother jumping. Just tank the hit. If you can level out where the spikes are and find a way to make the cannon shots more in sync that would help.

My fav parts were all the platform riding. The ghosts on the tracks was a good idea. Probably better than boo circles.
 

AdanVC

Member
Jumped on yesterday for the first time in a week...

Disappointed that the top courses are much the same still, was hoping as the better levels were made, I would be able to find them simply.

Yeah, the method Nintendo is using in Course World to arrange new and popular levels is simply awful. A mess I should say. The method they use only works to those who have levels on the top section only to make them more popular. At this pace and if they don't add some kind of update, those top courses will stay there forever because at this point is impossible to create a level that can become insanely popular to reach them. Even Pushmo/Crashmo has a better/fair level finding system than SMM. Those games even use QR codes to search for your levels and stuff, come on!
 

MouldyK

Member
Yeah, the method Nintendo is using in Course World to arrange new and popular levels is simply awful. A mess I should say. The method they use only works to those who have levels on the top section only to make them more popular. At this pace and if they don't add some kind of update, those top courses will stay there forever because at this point is impossible to create a level that can become insanely popular to reach them. Even Pushmo/Crashmo has a better/fair level finding system than SMM. Those games even use QR codes to search for your levels and stuff, come on!

Yeah and the fact is, in a years time, youtubers will have left, but their levels will always grace the top.
 

DarkKyo

Member
I was able to finish it without any trouble. But I can inagine a few aspects could get tricky for newer players. 1 issue was throwing the shell up at the off screen blocks. I knew what to do intuitively because I play mario. I dony necssarily think new players will understand you need to the koopa to that location.

The cannon ball spike part is eh. I was big so I didn't die but thr way you have it set up now I wouldn't even bother jumping. Just tank the hit. If you can level out where the spikes are and find a way to make the cannon shots more in sync that would help.

My fav parts were all the platform riding. The ghosts on the tracks was a good idea. Probably better than boo circles.

I definitely made the level with those who have actually played SMW in mind. I also like the idea of players having to think a little bit about a puzzle-ish mechanic like that. I was hoping I gave enough clues there for even newbies to get it.

Thanks for playing and critiquing!! I'll see if there's some way I can improve that portion towards the end with the spikes/cannons.
 

Gurrry

Member
Cool level. I'll give it a star. The only thing is that I wish there were only one row of blocks in each "basket".

Dude thank you so much for checking it out! That really means alot to me. I appreciate it! :)

And yeah, after watching people play it on twitch.. I quickly see the mistakes Ive made and wish I could correct, but I dont want to delete the level and lose the stats on it. Im probably gonna make Bombsket-Ball 2 and that is definitely one of the changes I am considering.
 
New stage!
NSMBU Tileset
"Castlemania 3: Bowser's Curse"

CPPFRFOWoAACL2O.jpg:large


My first experimentation with a full three act structure.

It's not great because I made the acts too distinct and the last one is super short because the level was getting long. I think otherwise it came out pretty well, though.
I'm not usually one for the Clown car based stages but those were some creative ways of giving enemy variety while also escalating the difficulty.

I'm kind of glad the third act was short because I lost my fire flower right at the start, cheesed my way to the finish.


WVW69iZoUYMDAZKJ6J


Tree of Beginnings: 37A5-0000-004D-C561

Here's my submission for the contest. I'm still unclear as to what kind of liberties we can take in regards to designing "1-1" stages, but here's what I've got. Please let me know if it's not traditional enough and I'll try to cook up something more befitting for the contest.

This was the very first stage concept I created and it has evolved a lot over the past week. It should now be completely fail-proof, something that's been a challenge for me considering how the original Mario Bros. template was programmed. There are multiple routes and three "exits". I generally applied my own "rule of three" design philosophy throughout the stage. I also took quite a bit care in the stage aesthetics and added a lot of cosmetic touches (something I've honestly have not been seeing too much within the community).

I liked this a lot as a simple stage, I'm not sure how 1-1 it is though, at least you'll teach them the run button exists.
I went back through to get those three lives taunting me and the top of the flagpole, felt good.

My second level:

WVW69iZxSJMRSz5LOS


Ghastly Gauntlet
(62FA-0000-0051-4860)

I'd love it if someone could play it and tell me if it's too hard. I designed it to be pretty tricky, but definitely not to be too hard.
Difficulty felt right to me, I beat it first try.
 
I definitely made the level with those who have actually played SMW in mind. I also like the idea of players having to think a little bit about a puzzle-ish mechanic like that. I was hoping I gave enough clues there for even newbies to get it.

Thanks for playing and critiquing!! I'll see if there's some way I can improve that portion towards the end with the spikes/cannons.

Sadly there is no adjust feature. I have basically decided I will just upload my levels, get feedback and incorporate all of that into my next levels philosophy.

For reference. My critiques are more about smoothing things over. I didn't find the level hard (1st try) and I thought it was fun so if yoh are going for seasoned players what you have may be fine.
 
My second upload: 9258-0000-0050-E2EC

e4eQv8q.png


I tried to built a rollercoaster type level. It's not supposed to be ultra hard but intense and also fun. There are some optional routes and a hidden bonus area.


Previous upload: Cannonride (9120-0000-0037-02C4)

Btw am I the only one who thinks it kind of sucks to always have to type in the codes to play a level. At least from miiverse on wiiu it should be possible to enter a level directly...
Also is there a way to see levels from WiiU friends directly in the game?
 

Sölf

Member
Wow, my star count has really built up speed since my WarioWare stage was featured on Kotaku. I got my 5th medal when I woke up this morning and now I just got my 6th!



Apparently the next medal is for 1,300. That's a big jump up.

How many do you need for the others? I know it's 1, 50, 150, 300, what thenn? 500 and 750?
 
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